
Playing with a crew · R.E.P.O. v0.4.0 · read from a local copy
The walkie-talkie and how it answers
The walkie-talkie has a talking top, four eyelids and two eyes with targets and a general look-at.
The walkie-talkie in R.E.P.O. is a carried set with a face of its own: a top it talks through, four eyelids and two eyes that follow what they are pointed at, a body on springs, a vocabulary of sounds for tuning in and being interrupted, and a record of who is on the other end.
What the game establishes
- The walkie-talkie has a talking top, four eyelids and two eyes with targets and a general look-at. (checked against the game's own files)
- It has an arm with a target, a neck, a speaker, a camera position and visuals, with the arms held by springs. (checked against the game's own files)
- It keeps a record of who is on it and which sets are in use, and a second set to talk to. (checked against the game's own files)
- It carries sounds for tuning in and out and for wiring in and out. (checked against the game's own files)
- It carries movement sounds for the eyes, the neck and the arm. (checked against the game's own files)
- It carries interference loops, a breaker for the interference, a zap, a ring tone, a calling sound and two denial sounds. (checked against the game's own files)
- It shows its state with two lines, a scrolling texture, spark and zap particles, a text area, a use light and separate renderers for emission, colour and eyes. (checked against the game's own files)
- It is a carried item with a light of its own and a normal and a broken material. (checked against the game's own files)
In play
The walkie-talkie has a face. There is a transform for the top it talks through, four eyelids, two eyes with targets of their own and a general look-at, which is why the set can turn its eyes towards whoever is holding it instead of staying a dead box.
It has a body to match. There is an arm with a target, a neck, a speaker, a camera position and a set of visuals, and the arms are held in place by springs: one on the left, one on the right and one for the arm itself.
It knows whether anyone is on the other end. There is a record for this set, for someone being on it, for the sets in use and a second set to talk to, so a conversation is a pair of objects rather than a shout into the dark.
It has a whole vocabulary of sound for being used: tuning in and out, wiring in and out, movement for the eyes, the neck and the arm, an interference loop and a second one for being inside, a breaker for that interference, a zap, a ring tone, a calling sound and two different denial sounds.
It shows its state on itself. There are two lines with a texture that scrolls, spark and zap particles, a text area, a light that shows it is being used, and renderers kept apart for emission, colour and the eyes.
It is carried like the rest of the crew's equipment, with a light of its own and two materials, one for working and one for being out of order.
What this entry does not tell you: how far a set reaches, how many can be used at once, or how much its battery drains. We have not verified those numbers, so we do not print them.
Related
Playing with a crewStaying in touch with the crewA player has a chat box state of its own in the game.
Playing with a crewWhen the chat box will not openThe chat box has its own set of player states, including idle and typing.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.